Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Add a page on Godot system requirements #7198

Merged
merged 1 commit into from
Jan 24, 2024

Conversation

Calinou
Copy link
Member

@Calinou Calinou commented Apr 20, 2023

Let me know if the format is good and I'll complete the TODO items 🙂

I'm not sure if we should feature two separate sets of minimum/recommended specs for exported projects (one for simple projects, one for more complex projects), as a project's complexity is a subjective topic.

I also don't know if we should feature a 3rd tier such as "optimal" (e.g. for a smooth 4K 60 FPS experience). This something a lot of AAA games have been doing recently (example), but I feel it would introduce too many combinations to check and maintain.

This also adds a note about Windows 7/8/8.1 support being done on a best-effort basis. This closes godotengine/godot#77304.

Once we agree on a final design, I can work on a 3.x version of this page.

TODO

  • Add editor system requirements.
  • Add recommended requirements for exported projects.

@Calinou Calinou added enhancement content:new page Issues and PRs related to creation of new documentation pages for new or undocumented features area:about Issues and PRs related to the About section of the documentation and other general articles cherrypick:4.0 labels Apr 20, 2023
about/system_requirements.rst Outdated Show resolved Hide resolved
about/system_requirements.rst Outdated Show resolved Hide resolved
about/system_requirements.rst Show resolved Hide resolved
@Calinou Calinou force-pushed the add-system-requirements branch 2 times, most recently from 07578f2 to 1ae9ea3 Compare April 24, 2023 14:55
@Calinou Calinou force-pushed the add-system-requirements branch 2 times, most recently from d7ad664 to df363b7 Compare May 21, 2023 21:16
@and-rad
Copy link
Contributor

and-rad commented May 30, 2023

I think "optimal" is unneccessary. When going with minimum and recommended, it's probably a good idea to come to an agreement on what kinds of features these include. It might also be worth it to have minimum and recommended specs separated by 2D/3D because a simple 3D game can easily become way more demanding than a complex 2D game.

By "agreement" I'm thinking something like, what's the required spec to get a game running at 30 (60?) FPS with MSAA, SDFGI, SSAO enabled, a particle system with X amount of particles in the scene and between Y and Z vertices coming from N meshes, drawn with K number of draw calls? That would then count as the baseline for the "recommended" settings.

How to reach this kind of agreement, I have no idea 🤷‍♂️

@lostminds
Copy link

lostminds commented Jul 5, 2023

There's a nice pr godotengine/godot#77740 that will hopefully reduce iOS device requirements, so once that is merged I don't think an A9 processor will be required anymore for vulkan renderers on iOS. Edit: Due to another issue godotengine/godot#74227 with requiring cube maps an A9 might still be required even with the sampler array issue resolved.

Regarding minimum/recommended my perspective would be to give the minimum requirements the primary focus. As in what will be required to run the game at all (not get a black screen or crash on startup). And for that purpose also perhaps add some practical hints on how this can be configured on the different platforms to avoid distribution to users/devices that don't support your game.

For example even though the actual requirement is typically specific graphics hardware, this can not be specified as a required capability in the mobile app stores (Apple App Store and Google Play), so it's not practically that useful. Instead you need to specify a higher OS version requirement that indirectly means the device will have the required hardware capabilities to support that OS. And getting a hint about this would I think be useful to users looking to distribute mobile games.

@Calinou Calinou force-pushed the add-system-requirements branch 2 times, most recently from 386b973 to 900fd2d Compare December 4, 2023 19:43
@Calinou Calinou force-pushed the add-system-requirements branch from 900fd2d to 9e78f10 Compare December 4, 2023 19:43
@Calinou Calinou marked this pull request as ready for review December 4, 2023 19:43
@Calinou
Copy link
Member Author

Calinou commented Dec 4, 2023

I've added specifications for the editor and updated the page to mention ARM Linux support (with suggested ARM boards to run Godot on). This should be ready to merge now.

@mhilbrunner mhilbrunner merged commit 3cc6ef2 into godotengine:master Jan 24, 2024
1 check passed
@mhilbrunner
Copy link
Member

Thank you! 🙏 Merged.

mhilbrunner added a commit that referenced this pull request Jan 25, 2024
Add a page on Godot system requirements
@mhilbrunner
Copy link
Member

Cherry-picked to 4.2.

@Calinou Calinou deleted the add-system-requirements branch January 29, 2024 20:13
@aaronfranke
Copy link
Member

Once we agree on a final design, I can work on a 3.x version of this page.

That would be very nice to have documented.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
area:about Issues and PRs related to the About section of the documentation and other general articles cherrypick:4.0 cherrypick:4.1 content:new page Issues and PRs related to creation of new documentation pages for new or undocumented features enhancement
Projects
None yet
Development

Successfully merging this pull request may close these issues.

Disabling VSync causes memory leak Add separate system requirements page
6 participants